Record ID | marc_openlibraries_phillipsacademy/PANO_FOR_IA_05072019.mrc:99995237:3277 |
Source | marc_openlibraries_phillipsacademy |
Download Link | /show-records/marc_openlibraries_phillipsacademy/PANO_FOR_IA_05072019.mrc:99995237:3277?format=raw |
LEADER: 03277cam a2200385 a 4500
001 3021097
003 NOBLE
005 20130430224950.0
008 100910s2011 nyu b 001 0 eng
010 $a 2010038676
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020 $a0393076016 (hardcover) :$c$26.95
020 $a9780393076011 (hardcover) :$c$26.95
035 $a(OCoLC)601107497
042 $apcc
050 00 $aHD9696.8.A2$bR67 2011
082 00 $a306.4/802854678$222
049 $aNSBB
100 1 $aRose, Frank,$d1949-
245 14 $aThe art of immersion :$bhow the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories /$cFrank Rose.
250 $a1st ed.
260 $aNew York :$bW.W. Norton & Co.,$cc2011.
300 $a354 p. ;$c22 cm.
500 $aIncludes bibliographical references (p. [321]-333) and index.
505 0 $aThe dyslexic storyteller -- Fear of fiction -- Deeper -- Control -- Forking paths -- Open worlds -- The hive mind and the mystery box -- Television: the game -- Twitter and nothingness -- This is your brand on YouTube -- The one-armed bandit -- The emotion engine -- How to build a universe that doesn't fall apart.
520 $aNot long ago we were spectators, passive consumers of mass media. Today, we are media. Abandoning our role as couch potatoes, we approach television shows, movies, even advertising as invitations to join in, as experiences to immerse ourselves at will. The author, a contributing editor at Wired magazine introduces readers to the people who are reshaping media for a two-way world, people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. From the marketers behind Nike+ to the scientists trying to realize the holodeck from Star Trek, this book captures the creative ferment that is driving a new era of experimentation in media. The book tells of a new form of narrative, one that is native to the Internet. Told through many media at once in a nonlinear fashion, these new narratives encourage us not merely to watch, but also to participate. They are not just entertaining but immersive, taking us deeper than an hour-long TV drama or a two-hour movie or a thirty-second commercial spot will permit. They give us an experience we can transform into our own. Boundaries that once seemed clear between author and audience, content and marketing, illusion and reality are staring to blur. This book discusses the future of entertainment, revealing not only what is happening but why, and how it is being harnessed by storytellers of every variety.
650 0 $aInternet entertainment industry$xSocial aspects.
650 0 $aInternet entertainment$xSocial aspects.
650 0 $aInternet marketing$xSocial aspects.
650 0 $aEntertainment computing$xSocial aspects.
650 0 $aInternet$xSocial aspects.
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